Texts of gaming as texts of mass culture | Tomsk State University Journal of Cultural Studies and Art History. 2020. № 37. DOI: 10.17223/22220836/37/5

Texts of gaming as texts of mass culture

In modern sociocultural realities, special attention of researchers is attracted to the study of texts of mass culture. It should be noted that the texts of gaming occupied a special place in the development and formation of mass culture. The game origin is inherent in this type of culture since its inception. However, recently, gaming has become the main content not only of leisure, but also of other spheres of human activity (management, education, upbringing, etc.). First of all, this fact is connected with the introduction of computer games into the culture of everyday life. For example, consumers of culture and professional gamers manifest themselves not only in video games, role games, reconstructions based on mass culture texts (mass literature, film industry, creative industries, etc.), but also in popular shopping - visiting shopping and entertainment centers. In the culturological scientific field, a narratological approach is important in analyzing the game as a text of culture. In gaming, an important fact for participation and training is that the material, the plot is progressive, information and conditions are given by the blocks. As a result, this moment is actively associated with the perception of mass culture as a whole. At the core is an intrigue that, even when recognizing the source text, gives the possibility or the illusion of creating its own text, the text of the consumer in the different situation or dimension. Intertextuality of the text in the text, secondary reproduction of the original source - these are the features of modern mass culture. The constitution of a new text occurs through the perception and mastering of the original source, the author's interpretation. In this vein, plots are considered, their construction, the creation of a new text based on the source, its refraction in the next interpretation. Considering mass culture as a semiotic space, we analyze the texts of gaming as a texts of culture. Mechanisms of gaming should take into account the source of the text, to assume its further design process in such a way that the potential gamer could form a cultural picture of the world. It is necessary to pay attention to the following points: the picture of the world in gaming often represents the "otherness" of the world. In this case, we discover a tendency to create a "second reality". The analysis of the texts of gaming as texts of mass culture conducted by the author of the article, including the examples of films "The Jane Austen Book Club" and "Austinland", are in demand in modern sociocultural practices. The forms and content of these texts provide an opportunity to show their creative abilities, realize the creative potential of the individual regardless of social status, material possibilities, age characteristics, and resolve everyday situations.

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Keywords

text of mass culture, gaming, mass culture, текст массовой культуры, массовая культура, геймификация

Authors

NameOrganizationE-mail
Normanskaya Anzhela V.Crimean University of Culture, Arts and Tourismnormanskaya.anzhela@yandex.ua
Всего: 1

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 Texts of gaming as texts of mass culture | Tomsk State University Journal of Cultural Studies and Art History. 2020. № 37. DOI: 10.17223/22220836/37/5

Texts of gaming as texts of mass culture | Tomsk State University Journal of Cultural Studies and Art History. 2020. № 37. DOI: 10.17223/22220836/37/5

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